Sir Cretien Dufrene, the Iron Knight
level 10 Armiger (Machinehead) 9 / Aristocrat 1
STR 13
DEX 16
CON 14
INT 20
WIS 10
CHA 8
HP: 84
AC: 26* = 10 + 3 DEX + 10 ARMOR +2 DEFL *(+4 shield or more when applicable)
FF 22, Tch 15
Init: +3
Resist: Cold 5, Electric 5, Fire 5;
SAVES
FORT: 10 =|6 BASE + 2 CON| +2 RESIST
REF : 11 =|6 BASE + 3 DEX| +2 RESIST
WILL: 9 =|5 BASE + 0 WIS| +2 RESIST +2 COMPETENCE
Expend focus if needed to treat FORT or REF roll as if you rolled 13
COMBAT Melee:
Bite: +10 Melee, 1d6+1 dmg, crit x2, P
+2 Hvy Steel Shield Bash, +12 melee, 1d4+3
Lightning Change (class ability) to this as a free action at end of turn Active Defense: If using shield and attacked by character you are aware of and not flat-footed, can spend AoO to increase shield bonus to AC vs that attack by +4, may apply 1 (deflect) talent. May expend martial focus as a free action even when not your turn to apply your active defense against all valid triggering attacks until SoNT without spending AoO. (deflect) Whenever a weapon attack (not siege or other massive weapons) misses you while using active defense, you may choose a new target for that attack within its original range (for ranged) or reach (for melee) using original roll at -2 penalty to new target’s AC and resolving attack as normal.
Ranged:
+2 Mosin Nagant Rifle, +14/+9 ranged touch, 1d10+2 dmg B and P, crit x4, 80ft, misfire 1, capacity 5
Deadly Shot: Special Attack, add a (snipe) talent. May expend martial focus to increase damage by 3d10 (or 3d6 if targets touch AC or made with a scatter weapon), extra damage not multiplied on crit. While focused: roll 2x vs concealment and take better; no longer automatically miss on a natural 1 but must still hit AC. (snipe) When using Deadly Shot, ignore cover bonus to AC for anything less than total cover, and miss chance from anything less than total concealment. Total cover and concealment provide normal benefits. When using Deadly Shot, ammo sticks in target. -2 to enemy atk/AC/CMD, stacks. Target can remove 1 as a move action or all as a full-round action
+2 Light Machine Gun, +14/+9 ranged touch, 2d6+2 dmg B and P, crit x4, 100ft, misfire 1-2, capacity 40, automatic
expend focus: make 2 atks at -2 or 3 atks at -4 expend focus, full round: cone of death 45ft cone 1 atk against every creature
Turret:
+2 Light Machine Gun, +18/+13 ranged touch, 2d6+2 dmg B and P, crit x4, 100ft, misfire 1-2, capacity 40, automatic (-2 for automatic fire is calculated in already) Activate as a standard, setup or disassemble as a full round, reload is a swift STR 10, DEX 10, AC 15, 50 HP, 14 hardness, all saves +0, Move 0, Perception 15, +10 BAB, made of iron or steel for HP and hardness automatic fire is in a line that extends out to 1000ft or until the bullets hit something they cannot penetrate. Cumulative -2 per 100ft after the first. After 500ft, they target regular AC instead of touch AC
+1 Brooch of the Spectacled Bear:
Swift action, +13 ranged touch, 1d4+1 laser damage, no listed range
Conditional, not Calculated:
+1 atk/dmg within 30ft with Machine Gun
No penalty for firing into melee with Rifle
+4 shield when used
+4 more shield with active defense
-4 Can shoot a two-handed firearm with one hand
Focus: (may not gain focus more than once per round)
Gain by:
Moving 10ft while using custom Machine Gun
Take Total Defense Action
Succeed at combat maneuver then spend immediate action per Focusing Switch
Confirm critical hit then spend immediate action per Focusing Switch
Reduce foe to 0 or less HP then spend immediate action per Focusing Switch
Expend by:
Using Rapid Assault/Tech Assault
Using certain abilities of each custom weapon listed above
TYPICAL TURN WHEN BOTTING:
1. always do what you can to end with focus that can be used for Extensive Defense, even if it means not shooting but taking a total defense action to regain focus and then spending that focus on Extensive Defense, swapping to shield with a free action if needed via Lightning Change. Turret can always still shoot if it is out and is used to make up for lost damage. This will be needed occasionally when rolls/circumstances fail to provide the needed triggers to swap weapons.
2. FIRST full-round action to set up turret, then next standard to activate it and use the rest of that turn to get into cover or get a good position.
3. IF SHIELD OUT, ACTIVATED, NO FOCUS: Free action activate/swap to rifle. Shoot as a standard. If damage foe, activate/swap to machine gun as a free action (or just spend 2/round no-dmg-needed free action swap) (then make attack if you want at -2) and move action to move somewhere if needed (at least 10ft) and regain martial focus, drawing/activating shield as free action as part of move due to +1 BAB, then free action expend focus to use Extensive Defense allowing Active Defense and Redirecting Shield against all incoming attacks.
4. IF RIFLE OUT, NO FOCUS: Shoot as a standard. If damage foe, activate/swap to machine gun as a free action (or just spend 2/round no-dmg-needed free action swap) (then make another attack if you want at -2) and move action to move somewhere if needed (at least 10ft) and regain martial focus, drawing/activating shield as free action as part of move due to +1 BAB, then free action expend focus to use Extensive Defense allowing Active Defense and Redirecting Shield against all incoming attacks.
5. IF MACHINE GUN OUT, NO FOCUS: Move at least 10ft to regain focus. Shoot as a standard to damage an enemy to allow free action weapon swap (or just spend 2/round no-dmg-needed free action swap) to swap to shield, then spend focus on Extensive Defense/Active Defense.
BAB: +9
CMB: +10
CMD: 24
Managed Daily Resources: Charge Pool: 24 [ranks in craft mechanical + tech talents + 2]
Per 30/15mins: 6 charges [1+ ½ ranks craft mechanical]
Max # of devices: 15 [½ ranks craft mechanical +number of (gadget) talents]
Charges in each active device, duration of charge while used, extra uses:
Name, # charges, duration, currently on?
Additional Arms: 3, 8hrs/chg or 1/hr to double carry capacity
Additional Head: 3, 8hrs/chg
Additional Legs: 3, 8hrs/chg or 1/10min to increase speed 15ft
Turret: 3, 1min/chg
Mosin Nagant: 0, 1/shot if not using ammo off (using reg ammo)
Light Machine Gun: 0, 1/shot if not using ammo off (using reg ammo)
Mechanical Tool: 1, 8hrs/chg or 1/specific use off Disable Device
Mechanical Tool: 2, 8hrs/chg or 1/specific use off Climb
Mechanical Tool: 2, 8hrs/chg or 1/specific use off Swim
Mechanical Tool: 3, 8hrs/chg or 1/specific use on Craft Mechanical
Mechanical Tool: 3, 8hrs/chg or 1/specific use on Perception
Drone Vehicle: 3, 10min/chg
battery charges don’t count against charge pool, each battery max charge 5
Battery 1: 5/5
Battery 2: 5/5
Battery 3: 5/5
DC 25 Craft Mechanical or Profession Pilot vs DC (I always succeed) to operate as a standard action, granting the drone a move, swift, and standard to use itself.
AC 20 (10+3 armor+3 dex+4 natural)
Fort +3 (object), Ref +6, Will +3 (mindless)
60ft speed
Slam 1d6, reach 5ft, takes half dmg dealt to itself
Uses BAB (or Craft Mechanical) + INT of operator to determine attack bonus
STR 14 / DEX 16
CMB/CMD determined by operator, no additional vehicle bonus
1 hr of work can repair HP equal to ranks in Craft Mechanical
8 hrs of work fully heal it
Proficient in simple weapons, not armor but can wear barding. Drone’s own AC bonus can be enchanted for x2 cost
6 max innate gadgets (vehicle)
Quadruped for carrying capacity, up to two passengers
Racial Abilities:
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Favored Class: Armiger [x9]+1 skill point per level
Class Abilities:
Skill Ranks Per Level: 4 + Int modifier.
Proficiencies:
Armigers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. +all technological weapons +medium armor +heavy armor +shields +tower shields +(battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip.)
Combat Training:
An armiger may combine combat spheres and talents to create powerful martial techniques. Armigers use the Proficient talent progression. When they gain their first level in the armiger class, armigers may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.
Customized Weapons (Ex): Customized Gadgets: At 1st level, the machinehead learns to create and fight with specialized weaponry. All of the machinehead’s customized weapons must consist of technological weapons (they do not have to have been gained through the Tech sphere). Non-technological weapons benefiting from (accessory) talents count towards this purpose.This modifies customize weapon.
At 1st level, an armiger may customize up to three sets of weapons in a process that takes 8 hours of modification, drilling, and practice each, reworking scabbards, modifying grips, adding hooks and straps, and other tweaks to suit her personal fighting style. Each set may consist of: a single weapon, a pair of weapons that are wielded simultaneously, up to 10 identical thrown weapons, or up to 50 pieces of ammunition. A given weapon cannot be part of more than one set simultaneously. The armiger always treats her active weapon as if it were masterwork.
The armiger may choose to customize a new weapon by spending 8 hours, choosing which existing customizations to lose. The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon.
The customization process allows the armiger to train in additional talents unique to each customized weapon. At first level, each customized weapon grants a single sphere or talent. A customized weapon must possess a base sphere before additional talents of that sphere may be added unless the armiger possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armiger may not use talents gained from a customized weapon to qualify for feats or to meet other prerequisites unless otherwise noted. Customization talents may be changed with the same action required to customize a new weapon. Spheres and talents that grant skill retraining never grant it when gained via a customized weapon.
The armiger may only benefit from the talents granted by one customized weapon at a time. The weapon she is currently gaining talents from is the active weapon. A customized weapon may be activated as part of drawing it or otherwise recovering it (such as picking it up from the ground) with no action cost. The active weapon must be wielded (or able to be drawn, in the case of ammunition) to provide its benefits; should the active weapon be disarmed, stowed, destroyed, or otherwise no longer wielded (or able to be drawn, in the case of ammunition), the armiger loses access to the granted talents immediately.
If the weapon is thrown as part of an attack, the armiger retains any benefits from the weapon until the end of her turn.
If the armiger customizes a set of thrown weapons or ammunition, she retains the granted talents as long as at least one of the set remains wielded. If a pair of weapons are customized to be wielded together and one is not being wielded, the armiger loses the benefits of the granted talents until the second weapon is recovered. Should the armiger be wielding weapons from two separate customization sets at the same time, she may choose which weapon is active at the beginning of each turn.
At 3rd level and every 4 levels thereafter (7th, 11th, 15th, etc.), each customized weapon grants an additional talent. The armiger gains an additional customized weapon at her 11th and 19th levels.
- +2 Light Machine Gun
1. Barrage Sphere (associated feat Point Blank Shot)
2. Barrage: Mobile Focus
3. Barrage: Cone of Death
- +2 Mosin-Nagant Rifle
1. Sniper: Perfect Shot
2. Sniper: Steady Shot
3. Sniper: Hindering Projectiles(snipe) (may need to drop during 8hr process in favor of Focusing Reload if too difficult to regain focus)
- +2 Heavy Steel Shield
1. Shield Sphere
2. Shield: Extensive Defense
3. Shield: Redirecting Shield (deflect)
Customized Weapons and Drawbacks: If the armiger possesses a sphere-specific drawback, she may use a talent granted by a customized weapon to buy off that drawback. if the armiger gains a base sphere from a customized weapon, with the GM's permission she may apply a drawback to that sphere to gain a bonus talent as normal for a drawback. The drawback and bonus talent must be set at the time the weapon is customized. Such a drawback may be bought off when that weapon grants an additional talent.
Quick Change (Ex): 2/round at 9th level
Quick Retrieval: The machinehead only gains the benefit of quick change for custom weapons either stored or integrated with the internal tools augment, as well as for any other gadget stored with the Internal Tool talent.This modifies quick change.
At 1st level, an armiger gains the benefits of the Quick Draw feat with her customized weapons and may stow customized weapons as a free action once per round, plus one additional time at 5th level and every 5 levels thereafter. This class feature counts as possessing the Quick Draw feat for the purposes of meeting the prerequisites of other feats, though any feat qualified for this way may only be applied to customized weapons.
Prowess:
At 2nd level and every even level thereafter, the armiger may gain a prowess from the following list. Each prowess may only be selected once unless otherwise noted. Any time a prowess requires selecting a specific customized weapon, the benefits of that prowess may be moved to a different weapon at any time a new weapon is customized. All prowesses are extraordinary abilities unless noted.
2nd: Basic Cybernetics: At 1st level, the machinehead gains the Tech sphere as a bonus sphere, although with it she must gain the Internal Tool (gadget, augment) talent. If she already possesses Internal Tool, she instead gains any Tech talent for which she qualifies. This replaces the prowess gained at 2nd level.
4th: Ranged Prowess
F5th: Shielded Armiger
6th: Faith in Steel
8th: Armored Armiger
Focusing Switch (Ex):
At 3rd level, while using her active weapon, whenever the armiger succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a different customized weapon as an immediate action, stowing the current weapon and drawing the new one as needed.
Rapid Assault (Ex):
Starting at 5th level, the armiger becomes an expert at rapidly integrating multiple weapons into her attack routines. Whenever the armiger successfully damages a creature or succeeds on a combat maneuver while using the attack action with a customized weapon, she may expend martial focus as a swift action to make an additional attack against that creature at her highest base attack bonus. This attack takes a -2 penalty on the attack roll and can only be taken with a customized weapon other than the one used in the triggering attack. At 10th level and every five levels thereafter, the armiger may make an additional attack, as long as each previous attack was successful, using a different customized weapon each time and increasing the attack penalty by 2 each time. The armiger cannot use the same weapon twice in the same attack sequence with this ability. The armiger may spend a move action to move up to her speed between the triggering action and her first additional attack.
Tech Assault: The machinehead may activate the rapid assault ability whenever a creature takes damage from or fails a save against a Tech sphere ability with an activation or use time of a standard action or greater. This is in addition to the standard activation triggers. Enhanced Customization (Ex):
At 5th level, the armiger treats the enhancement bonus of her active weapon set as if it were 1 higher. This bonus increases by +1 every four levels thereafter, though it cannot cause the total enhancement of the weapon to exceed +5. This bonus applies even if the weapon is not masterwork or does not already have at least a +1 bonus.
Lightning Change (Ex):
At 7th level, once per round the armiger may stow her active weapon and draw and activate another customized weapon as a free action even when it is not her turn. This is in addition to the number of times per round the armiger may stow her weapons per round with quick change.
15th level: Tech Barrage: When using lightning assault, the machinehead may activate a gadget with no longer than a standard action activation time in place of either (but not both) of the granted attack actions.
Advanced Integration (Ex): At 1st level the machinehead is capable of maximizing the storage utility of the Internal Tool talent. Instead of each internal tool having a size limit, combine each tool into a singular pool of storage. For example, two arms which can normally store two Tiny tools each form a maximum size pool of a Small object. The machinehead can store or integrate any number of tools or weapons in this pool as long as their collective size isn’t larger than the maximum size pool (this pool can even combine grafted internal tools and internal pool augments). Tools can be withdrawn from within this storage pool from within any augment that’s part of it. For every 2 levels of machinehead you posses, add an additional Tiny-sized object you can store to the pool.
Commonplace Guns: If firearms are very common, so much so that they are now considered martial weapons (instead of exotic), characters who invest a single talent into Mechanical Ranged Weaponry should unlock both exotic crossbows and early firearms. Investing a second talent should unlock advanced firearms. Superior Mechanical Ranged Weaponry if allowed, should be available to PCs with two talents invested in Mechanical Ranged Weaponry (instead of 3).
Unless otherwise stated, a gadget has a hardness equal to your ranks in Craft (mechanical), and 5 hit points + 5 hit points per 2 ranks in Craft (mechanical) you possess. (then add hardness and HP for enchantment bonus)
Disposable Simulacrum (Theme Feat): You pull out a pre-assembled gadget, tie it to your life force, and animate it so it can recreate one of your fighting techniques.
Benefit: You gain a contraption. When deactivated it weighs 5 lbs. and can fit in a pouch or pocket, but as a standard action, you may activate the contraption and place it in an unoccupied adjacent space, at which point it becomes a Small creature. The contraption has the same AC and saves as you, hit points equal to one-quarter your total, and the construct subtype.
You can deactivate the contraption as a swift action. If reduced to 0 hit points, the contraption is automatically deactivated and you must spend an hour making repairs before you can activate it again.
Choose a single task that you can normally perform as a standard action, such attacking with a specific weapon, casting a specific spell, moving, or directing a mount. As long as the contraption is within 30 ft., you can spend a standard action to have the contraption perform the chosen task. Spells cast through the contraption count towards your daily spell limit as though you cast the spell. The contraption cannot move on its own, unless you choose a task that involves moving (such as carrying gear or charging), in which case the contraption moves as if it has a speed of 20 ft.
Since it is a simulacrum, the contraption does the task as if you were performing the action in its space. It uses your stats, and if making a weapon attack it even functions as if it had your weapon. At the GM’s discretion, it can also take closely related minor tasks, like reloading a ranged weapon, but otherwise the contraption can take no other actions on its own.
The simulacrum appears to be a small, knobbed saucer/turtle in its compact form. When it expands, the two sides of the saucer spread apart, revealing a compact mass of articulated limbs within. The sides of the saucer are used as wheels for locomotion, and the limbs within are used to stabilize its movement over uneven terrain as much as they are used for manipulation of small objects.
-2 ACP, -3 if shield in use
+4 R to Fly
+2 T to Craft Mechanical (increase at +10 BAB), +1 T to arcana and engineering
Mechanical Tools provide +2 all day to Craft Mechanical and Perception and can use a charge to increase the bonus to +8 for a single use
Mechanical Tools can expend a charge to provide +8 to a single use of Climb, Swim, Disable Device, Craft Mechanical, or Perception for a single use
You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you may instead make a Craft (mechanical) check in its place with a -5 penalty. Associated Feat: Technologist.
Equipment:
39gp, 20sp
+13k for new equipment
BUY/CRAFT
3617 mithril o-yoroi armor (+8 AC, +3 max dex, -2 ACP)
4000 +2 on the armor
1000 Collapsible on armor
7400 Bag of holding
900 2700 bullets
40 Engineering Kit x2 (needed for Tech Sphere stuff)
50 Grapple Gun
1500 POTION: Cure Moderate x5
100 POTION: Cure Light x2
Net change in wealth, 13,007 (7gp pulled from existing coin)
OWNED BEFORE LEVEL UP
Engineer's Toolkit
Utility Belt (swift action, items less than 2lbs)
Traveler's Any-Tool
Thieves' Ring (+2 DD, +2 SoH to hide it)
Bandolier x2
Gunslinger's Kit
Signet Rings: RHC; Pardwight University
Portable Alchemy Kit
Jeweler's Loupe (Mwk Appraise Tool)
Cask, Refined Firedust [400 doses]
Metal Cartridge, x300
Beneficial Bandolier
Cloak of Resistance +2
Sleeves of Many Garments
Parade Armor (RHC Ceremonial Uniform) (+3 / +5 / -1)
POTION: Cure Light Wounds, CL 1, Qty 4
Ring of Protection +2
Ring of Natural Armor +1
Endless Bandolier
POTION: Cure Moderate x2
Brooch of the Spectacled Bear, attack once per round, swift action, touch attack +1... d4 laser damage
SLOTS Magic Item Slots:
Armor: +2 Collapsible Mithril O-Yoroi armor
Belts: Beneficial Bandolier
Body:
Chest: Endless Bandolier
Eyes:
Feet:
Hands:
Head:
Headband:
Neck: Amulet of Natural Armor +1
Rings: Ring of Protection +2
Rings:
Shield: +2 Heavy Steel Shield
Shoulders: Cloak of Resistance +2
Wrists: Sleeves of Many Garments
Slotless:
Augment Slots:
Brain: Additional Head
Body: Additional Arms
Arm: Mosin-Nagant Rifle
Arm: Light Machine Gun
Arm: Heavy Steel Shield
Arm: Grapple Gun
Legs: Additional Legs
Legs:
Automatic, Semi-Automatic, and Slow Firing
By default, automatic and semi-automatic weaponry were not designed to function with Spheres of Might in mind. The following revisions should help integrate it.
Automatic: This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a single pull of the trigger to attack all creatures in a line as a full-round action that counts as a special attack. This line starts from any corner of the wielder's space and extends to the limit of the weapon's range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon's line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 charges or uses of ammunition.
If the wielder of this weapon possesses the Barrage sphere, they can choose to spend their martial focus to make additional line attacks as if making a barrage attack. The same area can be targeted by the same burst twice, and apply (blitz) talents to every creature in said lines.
Semi-Automatic: A semi-automatic weapon normally fires one shot as an attack. However, the user can take a special attack action to fire twice, as if using the Barrage sphere's abrrage ability (including taking a -2 penalty on all attacks), except using the Barrage sphere this way does not allow the user to expend martial focus for additional attacks. If the wielder has the Barrage sphere's barrage ability, they can instead count their base attack bonus as five points higher exclusively for the purposes of qualifying for additional attacks when martial focus is expended.
Slow-Firing: A slow-firing weapon requires a full-round action to use, and thus cannot be used to make iterative attacks or used with attack actions or special attack actions.